Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Erik Hofman
On Tue, 2012-05-22 at 13:00 -0700, Andy Ross wrote: I was lucky enough to notice this come by. I wouldn't hold your breath. :) Hi Andy, how's life? I did already search for a new release of Nasal on your site but I believe flightgear already uses the latest version. Erik

Re: [Flightgear-devel] Regional textures merge request

2012-05-23 Thread Renk Thorsten
Sorry for my impatience, but I think before one start to have tousands of custom scenery textures in fgdata we should discuss if such limited custom scenery changes makes sense to be in the (already heavy) fgdata repository. Okay, what would your answer to the following question be: 'We

Re: [Flightgear-devel] Regional textures merge request

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 12:45 AM, Yves wrote: The GIS shapefile might be easy, but this will first need some new sg/fg and probably terragear code for such meta coverage. And more proposals, ideas and some kind of a scenery master plan. Using a GIS shapefile would simply be a case of some

[Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
Hi All, Emilian and Vivian have pointed out a problem with the random buildings - they gobble memory. I'd like to get some advice on whether there's any solution, and also to ask someone with more C++ knowledge than myself to take a look at the code and check I'm not doing something stupid. The

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
Using the default random building density, the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between 13 and 16 million inhabitants (dependent on what you count).

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 10:23:12 Renk Thorsten wrote: Using the default random building density, the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between

[Flightgear-devel] XMLgrep

2012-05-23 Thread Erik Hofman
Hi, Year ago I added xmlgrep to the utils directory of flightgear and I have been developing it since. But I think it is time to remove it from the flightgear package and reference it tot the new location instead (http://www.adalin.com) Does anyone have any objections for me removing the

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:54 AM, Emilian Huminiuc wrote: Besides being totally off topic, you can't do that direct comparison. I don't think it's off-topic. The parameters I've used for generating random buildings are somewhat a guess based on the densly populated regions of the UK First

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 11:23 AM, Renk Thorsten wrote: Using the default random building density,  the tiles that are loaded initially when sitting on the runway generates ~ 340k random buildings. We might be generating too many buildings then? The greater Los Angeles area has between 13

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:10:16 Stuart Buchanan wrote: Actualy the Geater LA + Inland Empire area should use more somewhat small buildings, as the overwhelming majority of the residential buildings in that area are individual houses, all the way E to San Bernardino. So, are these

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
Besides being totally off topic, you can't do that direct comparison. First off, our default scenery lacks a lot of detail in the urban area boundaries in that area thus marking a far larger area as being urban - a far larger area on which to generate buildings That'd makes my point

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 14:16:02 Emilian Huminiuc wrote: So, are these areas defined as Urban, or Suburban/Town in our global scenery? -Stuart Just by looking at how the terrain is textured in FG, I can say they are defined as Urban. And the mapserver seems to agree with that

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 11:20:28 Renk Thorsten wrote: We're not talking a regionalized building placement concept here... we're doing an order of magnitude case study for our average US-themed city. * Thorsten No, I think you're extrapolating from a particularly bad case of mismatch

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Renk Thorsten
No, I think you're extrapolating from a particularly bad case of mismatch between reality and simulation. I wasn't talking about regionalized building placement, I was talking about bad landclass representation in that particular area, representation from which come the figures you used

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Emilian Huminiuc
On Wednesday 23 May 2012 12:05:05 Renk Thorsten wrote: No, I think you're extrapolating from a particularly bad case of mismatch between reality and simulation. I wasn't talking about regionalized building placement, I was talking about bad landclass representation in that particular

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
Would trimming down building variety help? -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Stuart Buchanan
On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote: Would trimming down building variety help? Unfortunately not. Individual buildings aren't instantiations of a small number of objects, as the random vegetation is. Instead, a huge group of buildings are a single OSG object, which limits the

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Björn Kesten
In other words, object batching is imlemented and used. Good to know, thanks. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT

Re: [Flightgear-devel] XMLgrep

2012-05-23 Thread James Turner
On 23 May 2012, at 13:09, Erik Hofman e...@ehofman.com wrote: Hi, Year ago I added xmlgrep to the utils directory of flightgear and I have been developing it since. But I think it is time to remove it from the flightgear package and reference it tot the new location instead

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Frederic Bouvier
Hi Stuart, De: Stuart Buchanan On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote: Would trimming down building variety help? Unfortunately not. Individual buildings aren't instantiations of a small number of objects, as the random vegetation is. Instead, a huge group of buildings

Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Stefan Seifert
On Tuesday 22 May 2012 13:04:24 Andy Ross wrote: On 05/20/2012 11:37 AM, Stefan Seifert wrote: Generational garbage collection is not that difficult. When you have a working mark sweep GC, extending it to be generational is rather straight forward and can greatly reduce GC runtime

Re: [Flightgear-devel] Random Buildings - memory consumption

2012-05-23 Thread Martin Spott
Emilian Huminiuc wrote: http://mapserver.flightgear.org/map/?lon=-118.18562lat=33.91857zoom=11layers=0B00TFFFTFFFTFFF Just as a reminder the colour legend is here: http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail Cheers, Martin. -- Unix _IS_ user friendly - it's just

Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Andy Ross
On 05/23/2012 12:04 AM, Erik Hofman wrote: Hi Andy, how's life? I did already search for a new release of Nasal on your site but I believe flightgear already uses the latest version. The most recent code (except for a few modules that were never imported) is in SimGear. I threw my copy up on

Re: [Flightgear-devel] Nasal performance

2012-05-23 Thread Anders Gidenstam
On Wed, 23 May 2012, Stefan Seifert wrote: Maybe even simpler: run the GC in a separate thread. Threaded GC usually is quite tricky but in this case it may not be that much of a problem. Is there any time during processing a new frame when no Nasal is run but something else which is time